Really social gaming

Call of Duty: Black Ops is an amazingly popular game for the PC, Playstation 3 and Xbox 360, having had sales of over $1 billion in the first 45 days since launch. The first six weeks has also seen a whopping 600 million hours of game time, with the average player managing 87 minutes every single day.

And there’s definitely a social element in the online multiplayer game, with teams competing in deathmatch or objective based games. Over the last year or so, I’ve been playing regularly with the same group of friends, and from that group, only a couple were people I previously knew offline.

CALL OF DUTY BLACK OPS

Image by The Master Shake Signal via Flickr

But tonight, that’s changing. I’m just about to go to a local pub and meet-up with a group of guys who I’ve chatted with most evenings for a year, and yet never met. Some of them will have driven a couple of hours to get here, and if you looked at the age range, professions, demographic information etc, we’d never have met.

And that isn’t an isolated event – don’t forget that a huge social element of gaming actually takes place in the real offline world.

An example of the direct effect of social…

As a specialist in social media (as part of digital and mobile marketing), I’m not immune to the influence of my own social networks. And that was driven home to me earlier this week, with a direct result in financial terms.

I’ve been playing Call of Duty: Modern Warfare 2 a lot over the past year, and during that time, a group of mainly UK, 30-something gamers has gathered within one or two degrees of my social circle. It’s quite a small group in terms of the more organised ‘Clans’, but there’s enough of us, and enough dedication/obsession to mean that some of the group are online pretty much any evening that you care to look. (And many of them are 30+ professionals, backing up the theory online gaming is the new golf for business networking!)

Last Monday at midnight saw the launch of Call of Duty: Black Ops – the new game in the CoD series. Given that MW2 is the biggest-selling game of all time in the UK (20 million sold), and a cursory look at my own friends list reveals a range in ranks going down to the 13 million+ mark, it’s fair to say that Black Ops was a pretty big event. Although even I was a little surprised to see exactly how many people turned out locally for the launch – hundreds were queuing when I happened to finish an evening of work and make the snap decision to try and pick up a copy in the middle of the night.

That’s right – I went out at about 00:30 on Tuesday morning to pick up a videogame, thinking there might be a few other obsessives, and I turned the corner of the shopping centre to find a few hundred people.

And I was purely driven by social motives:

I already have more games than I can feasibly finish, including the previous games in the series. And although the fun of a new game is attractive, Black Ops isn’t something which attracted me for that reason (as compared to Kinect, Gran Turismo, Forza Motorsport etc).

There were two reasons for paying a premium in terms of financial cost (Wait a while and copies will be cheaper), and time (Sacrificing sleep to make a purchase, and the time since that I’ve already put into the game).

  • The loss of my social circle: All of my MW2 friends had stated they’d buy Black Ops within the first 1-2 days. That almost immediate loss of a social group was a prime driver in sending me out to the shops.
  • A chance to gain social status: I’m not the best at Call of Duty, although I blame a lot of it on slow internet speeds. During MW2 I suffered a couple of console hardware failures and as a result, missed large amounts of game time. This meant that I was only able to reach the medium level of in-game ranks – lower than quite a number of friends. By purchasing at launch, I had the chance to possibly get a little headstart on some of the group, and potentially I might end up as one of the top players in the group (Sadly that plan hasn’t quite worked, as I’m still not playing the new game particularly well!).

The end result?

  • £42 for the game purchase with added special offer of Xbox gamer points.
  • 1.5 hour of time spent purchasing the game and immediately coming home to try it instead of sleeping.
  • 10+ hours of time spent playing the game since I first brought it home.

And in case you’re tempted to think about this as the example of a particularly unusual and obsessive gamer, Black Ops has largely been sold on the online multi-player aspect of the game. And the first day figures have just been released:

  • UK and US sales in first day: 5.6 million copies, beating 4.7 million for MW2.
  • Revenue to publishers Activision in the first two days is estimated at $360 million.
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Three more reasons not to under-estimate gaming

Most people are probably aware that I’m deeply interested in videogames and the gamification of the world which is occurring as more and more businesses and individuals look at what is able to be produced by game methodology.

For example:

  • More than a billion hours are being spent on Xbox Live each month. That’s just one of the three console platforms, and it equates to each of the 25 million current Xbox Live subscribers contributing around 40 hours of time each month.
  • Taken globally across every platform, there are figures as high as 3 billion hours a week. And while efforts to adapt that productivity are underway, it turns out that besides the potential risks of addiction etc, gaming actually may be beneficial to your health and wellbeing in some specific ways. That is – no matter how superficial the game and the output, by enabling you to experience positive emotions and social bonds, you’re likely to live longer, do better at work, and even have longer, happier marriages.
  • There’s a brilliant quote in the video of Tom Chatfield embedded below which sums up online gaming perfectly. For hundreds of thousands of years, humans have evolved in certain ways to perform tasks and get enjoyment from them. Crucially, videogames allow us to reverse-engineer everything, to create worlds which are perfectly tailored to the ways that humans have evolved.

Another of the points he makes which deserves repeating is the fact that an online game allows the measurement of over 1 billion data points – everything that anyone has ever done in that entire world can be tracked, measured and used for optimisation.

And it also justifies the inordinate amount of time I’ve spent in Call of Duty: Modern Warfare 2 recently – the combination of a social group who are online almost nightly, and the rat pellet feed of rewards and achievements for frenetic (and frustrating on a slow net connection) action.

The other element of the games industry that will be of interest to the publishing/marketing/media non-gamers is that the games industry is relatively young, highly technical, and going through the same challenges as traditional media – how to compete with the challenges of a second-hand games market, how to utilise the ability for gamers to digitally download content, how to implement freemium and subscription models etc.

The difference is that there’s a lot less legacy and inertia to overcome – hence the success of Steam, or the release of the demo/minigame Dead Rising 2:Case Zero as a paid download exclusively for the Xbox 360. It sold 300,000 copies in the first week, and over 500,000 in the first fortnight as a prequel to the forthcoming full retail game, and as content sufficient enough to stand alone.

Through in motion-controls which are going to reach enough people to have an influence almost on a par with the touchscreens of smartphones and tablets, and there’s a lot there – something I’ll continue to expand upon…

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Rare engagement and Kinect Sports

I was lucky enough to be invited along to an event held by games developer Rare, to play Kinect Sports (aff link), which has been developed for the new Kinect peripheral for the Xbox. I’ll write more about the game itself at the end, but a few other things struck me about the event.

Number one, it was the first event I’ve been to without any corporate affiliation for as long as I can remember. Even when not directly related, I’ve always been able to reference my employer during introductions, etc. This time I was purely there as a fan and independent freelance something or other, which was a little strange but also nice. It also meant that I hopefully spent more time listening and asking questions.

Number two – the event itself, #kinectsportsday, was really interesting as previously Rare had a reputation for keeping itself to itself since it began, 25 years ago. And the location of the offices backs that up – out in the countryside, hidden away behind a gatehouse and winding driveway.

But this event had been created purely to let people from ‘smaller’ sites and forums, competition winners, and fans, all get a chance to not only play the game before the next chance the mainstream press will get, but also to speak to the designers and developers all day long. There were probably 40-50 guests in attendance, and probably around 10 Rare employees, which meant an awesome amount of time to chat with the people that made the various elements of the game. And there were no limits of what you could ask etc.

It was a really nice piece of engagement – not only allowing people more access than they’d ordinarily have, but also building relationships with fans and sites which will either continue to have a strong following for Rare, or could end up being the next big thing.

Put simply, I spend a lot of time telling people how great it would be to open up to your fans and consumers – engage with them, give them access, chat and talk with them etc. And Rare let me feel exactly how great it is to be on the receiving end of that as someone who actually started playing their games 25 years ago.

Kinect Sports Day at Rare

For more pics, go to http://www.flickr.com/photos/badgergravling/sets/72157625177210894/

Kinect Sports and Kinect:

So for those interested in gaming as much as marketing/engagement and my own identity crisis…

I think I’m finally converted to motion games – as fun gaming,rather than a distraction during parties. And I think the main reason for that is that the Kinect doesn’t make you hold a device to track/input motion – which means that when you become immersed in a game, it seems easier for my brain to fill in the gaps and make it feel more realistic. I’d definitely say for this type of sports game, I’d pick the Kinect version over the Wii version any day.

And part of that is down to the fact Kinect Sports is really nicely done. A total of six disciplines (Football, Bowling, Track & Field, Table Tennis, Boxing and Beach Volleyball) all contain normal versions of the sports (with single player, versus and co-operative modes), and minigame variations, which tend to be fun and frenetic.

There didn’t seem to be any lag in detecting movements and translating them on screen, graphically it looked pretty good (certainly above what would be required), and they’ve licensed enough suitable music and injected enough humour that I’d actually be tempted to play this in single player, which doesn’t happen often with party-orientated games.

I’ll write a more lengthy post concentrating on the gaming side of things for www.onlineracedriver.com now, but I think games like this are going to bridge the gap even more between games who actually own and play games, and those with a more casual interest/non-gamers as part of the overall convergence of entertainment devices. It’ll be interested to see how they continue to promote it versus the ‘celebs at home’ approach of Nintendo at the moment, as I think the Xbox platform has a lot more potential to crossover now as a media device/console/party game machine.